Welcome to Wargames Design, the website of game designer Jim Bambra and Combat HQ: World War Two Wargame Rules.
Combat HQ is a fast-paced set of wargame rules for playing large-scale World War Two battles.
Rapid Command Pulses and opposed dice rolls keep players constantly involved. Easy-to-play rules emphasize command and control decisions over complex combat resolution mechanics.
In each Command Pulse you decide how to use your limited command resources. Will you use your Command Dice to move up a company of infantry supported by tanks? Or will you use them to rally an Anti-Tank Gun battery? Or maybe you’ll use them to liaise with your staff officers?
Combat HQ uses six-sided dice and is suitable for 2mm to 28mm figures. It features rapid movement, decisive combat, and exciting decision making.
Combat HQ: World War Two Wargame Rules
Designated TargetsAvailable to: Attacker and Defender A battery may be allocated several target locations along with how long it will fire at each location. Once it has fired for the required number of turns, the battery shifts its fire to its next target. The player makes a note at the start of… READ MORE
Pre-Registered BarrageAvailable to: Attacker and Defender Before the first turn of the game players may specify two locations as pre-registered targets for each of their direct support batteries. These can be marked on a sketch map or be a recognizable location on the table such as “the crossroads in the village on the left”, or “six… READ MORE
Logistics PhasesIn the Logistics Phases smoke screens are removed, delayed or continuing artillery may be cancelled or adjusted before firing for effect, and artillery supply is checked. Both players have a Logistics Phase which occurs at the start of their first Command Pulse. A player's Logistics Phase is referred to as the Friendly Logistics Phase. His… READ MORE